Difference between revisions of "Spirit (FiD)"

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{{FiD}}{{FiD-Powers}}{{tocright}}
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{{FiD}}{{FiD-Powers}}{{tocright}}  
  
Spirit is a complex playbook, rewarding knowledge of the rules.
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''That which does not kill us makes us stranger.''
 +
: Trevor Goodchild (''Æon Flux'' TV 1995)
  
As a spirit you are an immaterial creature, a spiritual manifestation of power.
+
Spirit is a complex playbook that creates a play experience outside normal expectations.  
Powers come very natural to you, but you have a hard time affecting the physical world and understanding its creatures.
 
Your general form is that of your race, but with idealized physical features and borrowing features from  your powers.
 
A [[Fire_Powers_(FiD)|Fire]] spirit may have flames for hair and searing hot skin, a [[Darkness_Powers_(FiD)|Darkness]] spirit might be all black with eyes like glowing embers.
 
As you learn to use more [[Powers (FiD)#Forms|Forms]], your appearance is likely to change and become more exotic.
 
  
=== Trauma Condition—Immaterial === 
+
As a spirit, you are immaterial by nature — a supernatural manifestation of Power.   
Your [[Powers (FiD)|Powers]] come easily, triggered by will alone.   
+
Your abilities come instinctively, but you struggle to affect the physical world.
When '''Immaterial''', they manifest subtly; when '''Materialized''', they are dramatic.
 
  
However, interacting with the physical world is difficult.   
+
Your general appearance resembles your Race, idealized and reshaped by your [[Powers (FiD)#Forms|Forms]].   
You exist in a parallel spirit world, bound to a small home area (e.g., a glen, pool, or alley) and cannot travel physically. Instead, you Spirit Travel by thinking of places or people you are connected to. Your starting connections include your home, the crew's lair, and your crew and contacts. As you gain more connections, your range expands. Spirit travel shifts you to the spirit world, ending materialization effects.
+
A [[Fire_Powers_(FiD)|Fire]] spirit may have flame for hair and searing red skin,
 +
a [[Darkness_Powers_(FiD)|Darkness]] spirit may be a silhouette with star-dim eyes.
 +
As you learn new [[Powers (FiD)#Forms|Forms]], your grows stranger and more otherworldly, mixing or shifting between [[Powers (FiD)#Forms|Forms]].
  
While immaterial you exist in the spirit world, an aspect of the ether.
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=== Trauma Condition — Immaterial ===
You cannot touch objects but can whisper or appear as a transparent image.   
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You are normally immaterial, existing in the spirit world an aspect of the ether.
Any action starts at limited effect and controlled position. You can use:
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You cannot touch objects, but you see and hear the physical world and can manifest as a faint, whispering image
'''Attune''', '''Command''', '''Consort''', '''Prowl''', '''Study''', '''Sway''', and '''Survey'''.   
+
You cannot be harmed unless an attack is Potent. 
You cannot use:   
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Others may [[Actions_(FiD)#Survey|Survey]] to sense you, and [[Actions_(FiD)#Attune|Attune]] to see and interact with you.   
 +
Any action involving you as actor or target begins at '''Limited Effect''' and '''Controlled Position'''.
 +
 
 +
You may roll: '''Attune''', '''Command''', '''Consort''', '''Prowl''', '''Study''', '''Sway''', '''Survey'''.   
 +
You may not roll:   
 
<span style="text-decoration: line-through;background-color:red">Finesse</span>,   
 
<span style="text-decoration: line-through;background-color:red">Finesse</span>,   
 
<span style="text-decoration: line-through;background-color:red">Hunt</span>,   
 
<span style="text-decoration: line-through;background-color:red">Hunt</span>,   
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<span style="text-decoration: line-through;background-color:red">Tinker</span>,   
 
<span style="text-decoration: line-through;background-color:red">Tinker</span>,   
 
<span style="text-decoration: line-through;background-color:red">Wreck</span>,   
 
<span style="text-decoration: line-through;background-color:red">Wreck</span>,   
or their associated [[Powers (FiD)|Powers]].   
+
or use their associated [[Powers (FiD)|Powers]].   
Master '''Finesse''' and '''Hunt''' effects that alter the environment are allowed.   
+
''''Exception:'''' Master-level '''Finesse''' and '''Hunt''' effects that alter the environment.
You can use special abilities to become solid or attempt an Advanced [[Actions_(FiD)#Attune|Attune]] power on yourself to force materialization.
+
 
 +
Two immaterial Spirits interact with one another as if both were material.
 +
 
 +
==== Powers ====
 +
Your [[Powers (FiD)|Powers]] are triggered by will alone. 
 +
While immaterial, they manifest only faintly in the physical world, with Limited Effect and Controlled Position (see above).
 +
 
 +
==== Materializing ====
 +
You cannot materialize by default.   
 +
You must either use a Special Ability or be the target of an Advanced [[Actions_(FiD)#Attune|Attune]] Power. 
 +
When material, you function like any other creature. 
 +
You may become immaterial again when banished (such as by [[Actions_(FiD)#Attune|Attune]]) or at the end of a scene.
 +
You can use [[Actions_(FiD)#Attune|Attune]] powers to Banish or Manifest yourself.
  
While immaterial, you cannot be harmed unless the attack is Potent.   
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==== Spirit Travel ====
Others can use [[Actions_(FiD)#Survey|Survey]] to notice your presence and [[Actions_(FiD)#Attune|Attune]] to see and interact with you.
+
You do not travel physically. 
 +
You exist in a parallel Spirit World anchored to a small home area  such as a glen or alley.   
 +
You can move normally within any scene you are present in.
  
You are vulnerable to [[Powers (FiD)|Powers]] that target spirits and extradimensional creatures.   
+
You may Spirit Travel by focusing on things you are connected to
Some effects force you to Materialize, preventing Spirit Travel.   
+
Your '''starting connections''' are: your home, the crew’s lair, all crew members (including cohorts), and all your contacts.   
You can be banished or summoned with Attune powers.
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A downtime action may create a new connection to a place or item or you can gain a new contact in the usual ways.   
You are linked to all [[Powers (FiD)|Powers]] you know, affecting [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] [[Powers (FiD)|Powers]].
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Creatures are mobile destinations — you may travel to them wherever they go.
 +
You have no sense of your physical location beyond the immediate vicinity after using Spirit Travel.
  
Your first power cannot be
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Spirit Travel is usually simple, but wards, rituals, or circumstances may demand an Attune roll. 
<span style="background-color:yellow">[[Barrier Powers (FiD)|Barrier]]</span>,  
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You must be immaterial to travel; this may force you to wait until the end of a scene.
<span style="background-color:yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>,
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<span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>, 
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==== Vulnerabilities ====
<span style="background-color:yellow">[[Space Powers (FiD)|Space]]</span>, or   
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* You are vulnerable to [[Powers (FiD)|Powers]] that affect Spirits and extradimensional beings.  
<span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>.   
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* You are tied to all [[Powers (FiD)|Powers]] you know, which influences how [[Actions_(FiD)#Command|Command]] and [[Actions_(FiD)#Sway|Sway]] effects can compel or manipulate you.  
When gaining further powers, you may select any spirit power.
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* You can be summoned or banished with [[Actions_(FiD)#Attune|Attune]] [[Powers (FiD)|Powers]].   
 +
* Some effects force you to Materialize; this prevents Spirit Travel until you become immaterial again (normally at the end of a scene).
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Alternate Form:''' Assume a set form—animal, monster, person, or animated object and Materialize (see below). Can be taken multiple times for more forms. Forms may enable new actions or alter effect.
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# '''Invulnerability:''' You are highly resistant to damage. When you take physical Harm that is not potent, make an [[Actions_(FiD)#Attune|Attune]] roll. '''1-3''': No reduction. '''4-5''': Reduce Harm by 1 level. '''6''': Reduce Harm by 2 levels. This stacks with the Skirmish ability of many [[Powers (FiD)#Forms|Forms]] to absorb damage when both are relevant.
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==== Invulnerability ====
# '''Judge of Life:''' You can either add or subtract 2d to healing treatment rolls of those you spend downtime with. A result of '''1''' on a healing roll you penalize aggravates any harm. You do not need to materialize to use this ability. You can also grant each of your crew an additional downtime action only useable to heal.  
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You are highly resistant to damage.  
# '''Materialization:''' You can materialize in the physical world. This makes you a material creature, able to use all Actions and affect physical reality, reducing the restrictions of Trauma Condition—Immaterial.
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When you are material and take physical Harm that is not Potent, make an [[Actions_(FiD)#Attune|Attune]] roll. '''1-3''': No reduction. '''4-6''': Reduce Harm by 1 level. '''Critical''': Reduce Harm by 2 levels. This stacks with the Skirmish ability of many [[Powers (FiD)#Forms|Forms]] to absorb damage when both are relevant.
# '''Possession:''' Touch a creature (even if Immaterial) and use [[Actions_(FiD)#Attune|Attune]] to enter and control their body, making you Material. Strenuous actions reshape the host to resemble you. Lasts for the score unless ended early. The host reverts when Possession ends. Harm affects you; physical harm also affects the host.
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# '''Resilience:''' You may expend your Special Armor to reduce a Resolve-related consequence or to push yourself on a Attune or Survey action.
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''Remember: When immaterial you are immune to damage that is not Potent, and even Potent damage is affected by your starting Position, which is always Controlled. This always applies, even if you don't have Invulnerability.''
# '''Size Change:''' You can change size to become either much smaller or much larger, less than half a meter or more than three meters in height. A large creature suffers one less level of physical harm. A small creature gains additional effect on Prowl actions.
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# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], <span style="background-color:yellow">[[Barrier Powers (FiD)|Barrier]]</span>, [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[Illusion Powers (FiD)|Illusion]], <span style="background-color:yellow">[[Kinesis Powers (FiD)|Kinesis]]</span>, [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], <span style="background-color:yellow">[[Mind Powers (FiD)|Mind]]</span>, [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], <span style="background-color:yellow">[[Space Powers (FiD)|Space]]</span>, <span style="background-color:yellow">[[Time Powers (FiD)|Time]]</span>, and [[Water Powers (FiD)|Water]].
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==== Judge of Life ====
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During downtime, you may add or subtract your Attune dice from the recovery roll of nearby creatures.
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If you penalize a roll and it results in '''1''', their Harm increases by 1 level instead of decreasing.
 +
You do not need to Materialize to use this ability.
 +
 
 +
''Remember that you cannot go anywhere you like — you need a connection to a place or person to Spirit Travel there.''
 +
 
 +
==== Manifest Shape ====
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[[#Materialization|Materialize]] and assume a shape chosen when you learn this ability — a specific animal or a specific person. 
 +
An animal shape may grant natural capacities like flight, swimming, speed, and keen senses. 
 +
A shape can improve or worsen Position or Effect depending on circumstances.
 +
 
 +
You may take this ability multiple times to learn additional shapes.
 +
 
 +
==== Materialization ====
 +
You may assume a physical form. While Material, you act as a normal creature, reducing the restrictions of [[#Trauma Condition — Immaterial|Trauma Condition — Immaterial].
 +
You may choose how much of your spiritual nature shows on the host body.
 +
Using Powers gradually reveals your true spirit form.
 +
You may become immaterial again at the end of any scene or when banished by an Attune effect.
 +
 
 +
==== Possession ====
 +
When immaterial, you may touch a creature and roll [[Actions_(FiD)#Attune|Attune]] to enter and control their body,  
 +
becoming Material.
 +
 
 +
The role opf the target determines the Effect needed.
 +
The [[GM]] assigns a role to NPCs similar to crew roles.
 +
You can never possess core member of a crew, similar to a PC in ability.
 +
* ''Limited'': a bystander.
 +
* ''Standard'': a member of a cohort gang. 
 +
* ''Great'': a cohort expert. 
 +
 
 +
''Remember, as an immaterial Spirit, your starting Effect is always Limited, modified only by Tier.''
 +
 
 +
While in the host body you use '''your''' Actions, Attributes, and Special Abilities, but keep its appearance and mannerisms.
 +
Using Powers gradually warps the host, revealing signs of your true nature.
 +
While possessing, all Harm to the host also affects you; physical Harm affects both.
 +
 
 +
Possession lasts for the score unless forcibly ended, you release it at the end of a scene, or the host body goes unconscious.
 +
When Possession ends, the host reverts to its normal form; only physical Harm remains. 
 +
The host remembers everything that occurred.
 +
 
 +
You can take this ability multiple times in order to heal damage taken when possession ends.
 +
For each additional time you take the ability, reduce all Harm taken while possessing by one level.
 +
This leaves you momentarily stunned and unable to act.  
 +
 
 +
==== Size Change ====
 +
You can change size to become either much smaller or much larger,  
 +
less than half a meter or more than three meters in height. As a large creature you suffer one less level of physical harm from weapons. As a small creature you gain additional effect on Prowl.
 +
 
 +
==== Additional Playbook ====
 +
Select another playbook. You gain immediate access to its Inventory and XP conditions.
 +
From now on, you can choose its Special Abilities.
 +
You can take this special ability multiple times, each time selecting a new playbook.
 +
''Prerequisite'': To select a playbook, you need an action rating of one in each of its starting actions.''
 +
 
 +
==== Powers ====
 +
You can learn these powers, expending a Special Ability for each.
 +
[[Air Powers (FiD)|Air]],  
 +
[[Animal Powers (FiD)|Animal]],  
 +
[[Barrier Powers (FiD)|Barrier]],  
 +
[[Darkness Powers (FiD)|Darkness]],  
 +
[[Death Powers (FiD)|Death]],  
 +
[[Earth Powers (FiD)|Earth]],  
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[[Electricity Powers (FiD)|Electricity]],  
 +
[[Fire Powers (FiD)|Fire]],  
 +
[[Ice Powers (FiD)|Ice]],  
 +
[[Flux Powers (FiD)|Flux]],  
 +
[[Illusion Powers (FiD)|Illusion]],  
 +
[[Kinesis Powers (FiD)|Kinesis]],  
 +
[[Life Powers (FiD)|Life]],  
 +
[[Light Powers (FiD)|Light]],  
 +
[[Metal Powers (FiD)|Metal]],  
 +
[[Mind Powers (FiD)|Mind]],  
 +
[[Order Powers (FiD)|Order]],  
 +
[[Plant Powers (FiD)|Plant]],  
 +
[[Space Powers (FiD)|Space]],  
 +
[[Time Powers (FiD)|Time]],  
 +
and [[Water Powers (FiD)|Water]].
  
 
=== Dramatic Encounters ===
 
=== Dramatic Encounters ===

Latest revision as of 02:18, 28 November 2025

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page
Powers (FiD)Fox in the Dark logo

That which does not kill us makes us stranger.

Trevor Goodchild (Æon Flux TV 1995)

Spirit is a complex playbook that creates a play experience outside normal expectations.

As a spirit, you are immaterial by nature — a supernatural manifestation of Power. Your abilities come instinctively, but you struggle to affect the physical world.

Your general appearance resembles your Race, idealized and reshaped by your Forms. A Fire spirit may have flame for hair and searing red skin, a Darkness spirit may be a silhouette with star-dim eyes. As you learn new Forms, your grows stranger and more otherworldly, mixing or shifting between Forms.

Trauma Condition — Immaterial

You are normally immaterial, existing in the spirit world — an aspect of the ether. You cannot touch objects, but you see and hear the physical world and can manifest as a faint, whispering image. You cannot be harmed unless an attack is Potent. Others may Survey to sense you, and Attune to see and interact with you. Any action involving you as actor or target begins at Limited Effect and Controlled Position.

You may roll: Attune, Command, Consort, Prowl, Study, Sway, Survey. You may not roll: Finesse, Hunt, Skirmish, Tinker, Wreck, or use their associated Powers. 'Exception:' Master-level Finesse and Hunt effects that alter the environment.

Two immaterial Spirits interact with one another as if both were material.

Powers

Your Powers are triggered by will alone. While immaterial, they manifest only faintly in the physical world, with Limited Effect and Controlled Position (see above).

Materializing

You cannot materialize by default. You must either use a Special Ability or be the target of an Advanced Attune Power. When material, you function like any other creature. You may become immaterial again when banished (such as by Attune) or at the end of a scene. You can use Attune powers to Banish or Manifest yourself.

Spirit Travel

You do not travel physically. You exist in a parallel Spirit World anchored to a small home area such as a glen or alley. You can move normally within any scene you are present in.

You may Spirit Travel by focusing on things you are connected to. Your starting connections are: your home, the crew’s lair, all crew members (including cohorts), and all your contacts. A downtime action may create a new connection to a place or item or you can gain a new contact in the usual ways. Creatures are mobile destinations — you may travel to them wherever they go. You have no sense of your physical location beyond the immediate vicinity after using Spirit Travel.

Spirit Travel is usually simple, but wards, rituals, or circumstances may demand an Attune roll. You must be immaterial to travel; this may force you to wait until the end of a scene.

Vulnerabilities

  • You are vulnerable to Powers that affect Spirits and extradimensional beings.
  • You are tied to all Powers you know, which influences how Command and Sway effects can compel or manipulate you.
  • You can be summoned or banished with Attune Powers.
  • Some effects force you to Materialize; this prevents Spirit Travel until you become immaterial again (normally at the end of a scene).

Special Abilities

Invulnerability

You are highly resistant to damage. When you are material and take physical Harm that is not Potent, make an Attune roll. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. This stacks with the Skirmish ability of many Forms to absorb damage when both are relevant.

Remember: When immaterial you are immune to damage that is not Potent, and even Potent damage is affected by your starting Position, which is always Controlled. This always applies, even if you don't have Invulnerability.

Judge of Life

During downtime, you may add or subtract your Attune dice from the recovery roll of nearby creatures. If you penalize a roll and it results in 1, their Harm increases by 1 level instead of decreasing. You do not need to Materialize to use this ability.

Remember that you cannot go anywhere you like — you need a connection to a place or person to Spirit Travel there.

Manifest Shape

Materialize and assume a shape chosen when you learn this ability — a specific animal or a specific person. An animal shape may grant natural capacities like flight, swimming, speed, and keen senses. A shape can improve or worsen Position or Effect depending on circumstances.

You may take this ability multiple times to learn additional shapes.

Materialization

You may assume a physical form. While Material, you act as a normal creature, reducing the restrictions of [[#Trauma Condition — Immaterial|Trauma Condition — Immaterial]. You may choose how much of your spiritual nature shows on the host body. Using Powers gradually reveals your true spirit form. You may become immaterial again at the end of any scene or when banished by an Attune effect.

Possession

When immaterial, you may touch a creature and roll Attune to enter and control their body, becoming Material.

The role opf the target determines the Effect needed. The GM assigns a role to NPCs similar to crew roles. You can never possess core member of a crew, similar to a PC in ability.

  • Limited: a bystander.
  • Standard: a member of a cohort gang.
  • Great: a cohort expert.

Remember, as an immaterial Spirit, your starting Effect is always Limited, modified only by Tier.

While in the host body you use your Actions, Attributes, and Special Abilities, but keep its appearance and mannerisms. Using Powers gradually warps the host, revealing signs of your true nature. While possessing, all Harm to the host also affects you; physical Harm affects both.

Possession lasts for the score unless forcibly ended, you release it at the end of a scene, or the host body goes unconscious. When Possession ends, the host reverts to its normal form; only physical Harm remains. The host remembers everything that occurred.

You can take this ability multiple times in order to heal damage taken when possession ends. For each additional time you take the ability, reduce all Harm taken while possessing by one level. This leaves you momentarily stunned and unable to act.

Size Change

You can change size to become either much smaller or much larger, less than half a meter or more than three meters in height. As a large creature you suffer one less level of physical harm from weapons. As a small creature you gain additional effect on Prowl.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.

Powers

You can learn these powers, expending a Special Ability for each. Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Dramatic Encounters

˄ ˅ Adler, an animist
˄ ˅ Ash, a child medium
˄ ˅ Cress, an inquisitor
˄ ˅ Thorne, a lunatic with potent vision
˄ ˅ Wicko, an occultist

Inventory

☐,☐,☐ Natural Object.
☐ Potent Weapon.
☐,☐,☐ Second Sight Potion.
☐ Spirit Clothes.
  • Natural Object ☐: An object related to your Powers you create out of nothing, such as a branch for plant or a rock for earth. This can be a rare item like a medicinal herb or rock crystal, but not a manufactured object or one worth coins. Playbook.
  • Potent Weapon ☐ or ☐☐: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This can be either a hand ☐ or heavy ☐☐ weapon.
  • Second Sight Potion ☐: Gives the ability to see spirits and the invisible. Lasts several hours. Alchemical, Consumable, Unreliable/Volatile. You may see things that are not there. Minimum Complexity 1.
  • Spirit Clothes ☐: A stylish outfit. Without these, you have only minimal clothing which may scandalize people.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge advising others or using powers.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Attune 2
Survey 1
4 points by choice, no higher than 2 in any one.